Page 3 of 3
Re: Beach Troopers
Posted: Mon Jun 06, 2011 5:23 pm
by Cerfon Rournes
^Nice ideas.
I have a few to contribute...
Dodge Ball!
For this mode, each unit is equiped with 9 water ballons. Each ballon is a one hit kill, and must have no damage radius. Each hit much be directly on the enemy unit. Each hit,(Kill) Is worth 4 points. The first team to reach 60 points wins.
The Slide Challenge!Name subject to change..
(This may take a minute to explain, so please bear with me. Also, my version of this is set on Mos Eisley.)
For this mod, each team will spawn next to two different water slides, On the top of the walls of the 'arena'.
(Each slide is team colored.)
When 1 unit from both teams go on to the two different slides, a shield protects the area in which the players will go. Each slide has a water gun to fire while the the vehicle goes down the slide. After they reach the bottom, there is a flag five feet ahead of both of them. (This is a neutral flag.) The person who picks up the flag must then run it to their respective flag control point. (The control point is....at least 30-50 feet ahead. The first person to get to that area gets 5 points. The first team with 30 points wins. During the time right after the two players enter the slide, they may begin shooting at each other. If one of the units kills the other one during the entire process, that unit will get 2 points for the kill, along with 5 points for scoring the flag later on.
Concept pictures. The red and blue are spawn points, the white is the flag score point, and the light blue things are the slides. (Sorry if it looks sloppy, I came up with it quickly.)
Remember, the flag is a little bit after the end of both slides.
(Alternate place for The Slide Challenge.)
Hope this helps.

Re: Beach Troopers
Posted: Thu Jun 09, 2011 1:53 pm
by Anakin
looks great but what is this on the first two pics
Re: Beach Troopers
Posted: Thu Jun 09, 2011 3:45 pm
by Noobasaurus
Gonk droids are now hose pumps coming out of the ground, and healing droids are now beach towels on hangers to dry yourself off.
Nice job on this! I never knew Mav had a funny side.
And perhaps a knockback chance on impact with a water beam? After all, if you've ever been in a water gun fight you know how much it hurts when it hits you. (Especially close-combat!

)
Re: Beach Troopers
Posted: Wed Jun 22, 2011 7:43 pm
by MrCrayon
Twilight_Warrior wrote:Stuck in an airport, might as well contribute.
Control Towers - kinda like CTF where each team spawns on one side of the map, but each team has one destructible CP on their side of the map (in the beach trooper's mod, probably a water tower, but more likely a comm relay or something for other mods). First team to destroy the opposing tower wins.
Firefighters - A random part of the map will burst into flames (most likely pre-determined regions rather than the entire map), first team to put out the flames with their water guns gets a point. First to 5 points wins.
Headshots Only - Who goes down after getting hit with water in the leg or back by one person? I'd keep going unless I got a faceful of water or there were 3 people shooting at me at once. Units won't have enough health to survive a single headshot, but heal themselves quickly enough so that body shots alone won't kill them (unless surrounded by enough people shooting at once).
For that last one, they should be cardboard boxes...
EDIT: Say, do you think it would be possible to have the new reload animation occur when you fire the gun?
Re: Beach Troopers
Posted: Sun Aug 07, 2011 2:32 am
by Maveritchell
So, what - a full two months since any kind of meaningful update? I think that's a new record for me. I've been really busy and haven't had time to touch on this, but I mean to get this out relatively soon. Here's what I've taken your suggestions and done with them:
I added a couple new troopers - a grenadier class and a commander class. The grenadier has the weapon requested by Kinetosimpetus (although I scaled it up to make it work as a launcher-type model) and one of those water-tube guns instead of a squirt pistol. The commander has a gun that required a backpack because there are only so many ways I can make the board shorts model different with accessories:
Most of the time has been spend working on new game modes, though (as indicated earlier). There are four modes that the mod will have: Team DM, Survival, Sand Castles, and Soak the Wookiee. Team DM is fairly self-explanatory, and it's there just as a plain-vanilla mode.
Survival Mode
I knew that I wanted to have a mode with some kind of leveling feature, and you all know how much I like my wave modes. What I did here is make a singleplayer mode that combines both of these concepts. Survival mode is based around facing waves of enemies increasing in number and difficulty. Allow me to clarify - AI can't be made "smarter" or "more difficult," but what I did do was make them do more damage as the waves go on. They also become more and more focused on you as a target as the waves progress (a gradual shift from a "deathmatch" to "destroy" goal).
Survival mode also has several ways to improve your character. There's a simple level-up system - as you defeat more enemies, you gain experience. As you hit levels, you gain health. You can also increase the potency of your weapons - you start off with two very basic weapons and some water balloons, but as you use your weapons more, you can "level up" that weapon to better weapons. You can also gain other weapons during the course of the match.
Sand Castles
Sand Castles is a pretty straightforward conquest variant. Each team has a sand castle located at one of their CPs, and that CP is uncaptureable for the majority of the match. Once a team's reinforcements have been drained low enough, their sand castle becomes vulnerable. A victory by either reinforcement drain or by conquest is impossible until the sand castle is destroyed - after a sand castle is destroyed, that team's final CP is open to capture and their remaining reinforcements can be drained/killed. Additionally, any unlockable units are unavailable to the human players unless they own a majority of the CPs.
Soak the Wookiee
Conceptually, I think this is my favorite mode (although technically it pales to Survival). This is another conquest variant, although no one on any team can capture CPs. The idea here is that there's a Wookiee wandering around the battlefield, and whoever soaks him the most at any given time will force him towards the opponent's CPs. If you've soaked him enough, he'll capture posts for your team, but if the enemy soaks him enough on the way there, he'll turn around and capture for their team. The match plays like a tug-of-war for control of the Wookiee.
And here's a picture that has no relevance to any of these modes:
Re: Beach Troopers
Posted: Sun Aug 07, 2011 3:12 am
by The Nasal Abyss
Those gametypes sound like a blast! I really can't wait to play this one! Great job, as always, Mav!
Re: Beach Troopers
Posted: Sun Aug 07, 2011 8:42 am
by kinetosimpetus
Update looks good! And I agree about splashzooka's scale. It's too small to hold like that in real life.

Re: Beach Troopers
Posted: Sun Aug 07, 2011 9:15 am
by Fiodis
Maveritchell wrote:And here's a picture that has no relevance to any of these modes:
Out of curiosity, how was that done? New animations?
Just something that came to mind - why are they all wearing little black socks on their feet?

It
is amusing, which seems to be the whole point of this mod, but it does look slightly out of place - maybe a sandal or bare feet reskin would work?
Re: Beach Troopers
Posted: Sun Aug 07, 2011 9:33 am
by MrCrayon
Soak the wookie is going to open some interesting new paths for many modders on gametoast, mark my words
Re: Beach Troopers
Posted: Sun Aug 07, 2011 11:12 am
by Maveritchell
Fiodis wrote:Just something that came to mind - why are they all wearing little black socks on their feet?
Sandals wouldn't be a problem, but they are swim/water shoes, which are the eminently practical choice for running around exotic locations while in bathing gear.
Re: Beach Troopers
Posted: Sun Aug 07, 2011 11:14 am
by Noobasaurus
That picture is awesome...
Re: Beach Troopers
Posted: Sun Aug 07, 2011 12:56 pm
by THEWULFMAN
Yay for awesome updates! I was starting to get worried that you had gotten bored with the idea. I am happy to know I was very wrong.
I love the new modes, especially Soak The Wookie, that sounds like one of the most unique modes for this game in a long time. If the gameplay is as fun as I think it will be, this is going to stay in my addon folders for a long time.
Re: Beach Troopers
Posted: Sun Aug 07, 2011 1:02 pm
by acryptozoo
Vey awesome Update
all the new game modes seem very fun

Re: Beach Troopers
Posted: Sun Aug 07, 2011 5:45 pm
by Fiodis
Maveritchell wrote:Sandals wouldn't be a problem, but they are swim/water shoes, which are the eminently practical choice for running around exotic locations while in bathing gear.
Ah. I didn't recognize them as swim shoes at first, and I still don't - though possibly that's because it's been years since I've worn them myself. Still, imho, I feel like sandals would be more easily recognizable.
It's a minor thing, though, and I only mention it since there isn't anything bigger to mention. Most certainly looking great on the whole.

Re: Beach Troopers
Posted: Mon Aug 08, 2011 10:46 am
by Cerfon Rournes
Awesome update Mav, the modes seem very cool and interesting..
Also, the weapon models look pretty sweet imo.

Re: Beach Troopers
Posted: Mon Aug 08, 2011 2:36 pm
by CressAlbane
Sand Castles sounds like a unique twist on Conquest; I'm really going to enjoy seeing how it plays!
Re: Beach Troopers
Posted: Tue Aug 09, 2011 9:01 pm
by ps2owner
Wow, this sounds cool!
Good job, Mav!